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Android view 3d rotate transformation on big resolution screens


Android view 3d rotate transformation on big resolution screens

By : user2952770
Date : November 19 2020, 03:59 PM
it helps some times This problem is caused by the camera distance used to calculate the transformation. While the Camera class itself doesn't say much about the subject, it is better explained in the documentation for the View.setCameraDistance() method (emphasis mine):
code :
float cameraDistance = Math.max(image1.getMeasuredHeight(), image1.getMeasuredWidth()) * 5;
float densityDpi = getResources().getDisplayMetrics().densityDpi;
camera.setLocation(0, 0, -cameraDistance / densityDpi);


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What resolution should my Android splash screens be?

What resolution should my Android splash screens be?


By : zubair
Date : March 29 2020, 07:55 AM
Hope this helps You don't need to worry about the absolute screen size or status bars or anything — that's why we have nine-patch images.
What I did was have an image that looked good for each resolution — essentially a logo on a transparent background, with some text at the bottom.
Android Bitmap Custom View on High Resolution Screens having poor performance

Android Bitmap Custom View on High Resolution Screens having poor performance


By : Amy
Date : March 29 2020, 07:55 AM
wish of those help My options: 1,Use 'xxx.9.png' format pics resources. 2,Use a compress bitmap.
code :
    //get opts
    BitmapFactory.Options opts =  new BitmapFactory.Options();
    opts.inJustDecodeBounds =  true ;
    Bitmap bitmap = BitmapFactory.decodeFile(imageFile, opts);

    //get a appropriate inSampleSize
    public static int computeSampleSize(BitmapFactory.Options options,
         int minSideLength,  int maxNumOfPixels) {
     int initialSize = computeInitialSampleSize(options, minSideLength,
             maxNumOfPixels);
     int roundedSize;
     if (initialSize <=  8 ) {
         roundedSize =  1 ;
         while (roundedSize < initialSize) {
             roundedSize <<=  1 ;
         }
     }  else {
         roundedSize = (initialSize +  7 ) /  8 *  8 ;
     }
     return roundedSize;
}

private static int computeInitialSampleSize(BitmapFactory.Options options,
         int minSideLength,  int maxNumOfPixels) {
     double w = options.outWidth;
     double h = options.outHeight;
     int lowerBound = (maxNumOfPixels == - 1 ) ?  1 :
             ( int ) Math.ceil(Math.sqrt(w * h / maxNumOfPixels));
     int upperBound = (minSideLength == - 1 ) ?  128 :
             ( int ) Math.min(Math.floor(w / minSideLength),
             Math.floor(h / minSideLength));
     if (upperBound < lowerBound) {
         // return the larger one when there is no overlapping zone.
         return lowerBound;
     }
     if ((maxNumOfPixels == - 1 ) &&
             (minSideLength == - 1 )) {
         return 1 ;
     }  else if (minSideLength == - 1 ) {
         return lowerBound;
     }  else {
         return upperBound;
     }
}  
//last get a well bitmap.
BitmapFactory.Options opts =new BitmapFactory.Options(); 
opts.inSampleSize = inSampleSize;// inSampleSize should be index value of 2.
Bitmap wellbmp =null; 
wellbmp = BitmapFactory.decodeResource(getResources(), mImageIds[position],opts);
Supporting android resolution screens: Understanding

Supporting android resolution screens: Understanding


By : P J Madhavan
Date : March 29 2020, 07:55 AM
With these it helps Your base density is mdpi. So your 400x400 dp image will be rendered as is on mdpi devices only. If you want the same size on ldpi, you have to scale your image by 0.75. For hdpi your image needs to be 1.5 times bigger and for xhdpi devices, 2.0 times the size of your mdpi.
As mdpi is your base, I always put drawables in res/drawable-mdpi folder while developing. Once I got code ready for release I add hdpi resources to res/drawables-hdpi. I personally do not care ldpi devices as mostly no device I target is lower density than mdpi and if anyone will have such, then I am fine with android framework doing the downscale. But the upscaling is other story - you will always get bad results (blurry images) as you simply cannot technically make bigger bitmap from smaller without artifacts (no, CSI lies ;) - you simply got not enough data so you have to extrapolate. So it's better to provide proper drawables yourself or your end users would complain and your app may look not as nice as it could.
Screen Resolution - self-adjusting or a version for small screens and another for larger screens. What is the best optio

Screen Resolution - self-adjusting or a version for small screens and another for larger screens. What is the best optio


By : JIa FEi
Date : March 29 2020, 07:55 AM
it helps some times Consider using a framework for your web app. display, to make supporting different displays easy.
http://mashable.com/2013/04/26/css-boilerplates-frameworks/
difference between Rotate(angle) and Rotate(angle, px, py) in matrix transformation android

difference between Rotate(angle) and Rotate(angle, px, py) in matrix transformation android


By : yangyangha
Date : March 29 2020, 07:55 AM
should help you out As an example, let's take a square with a width and height of 10. The upper left corner is at the origin of (0,0) which puts the lower right corner at (10,10).
If we transform that square with matrix.setRotate(180F) we would expect that the origin point — being the pivot point — won't move, while the lower right corner is moved to (-10, -10).
code :
matrix.setRotate(theta, pivotX, pivotY);
matrix.setRotate(theta);
matrix.preTranslate(-pivotX, -pivotY);
matrix.postTranslate(pivotX, pivotY);
float thetaR = theta * Math.PI / 180F; // convert degrees to radians
int x2 = Math.round(x * (float) Math.cos(thetaR));
int y2 = Math.round(y * (float) Math.sin(thetaR));
float thetaR = theta * Math.PI / 180F; // convert degrees to radians
int x2 = Math.round((x - pivotX) * (float) Math.cos(thetaR) + pivotX);
int y2 = Math.round((y - pivotY) * (float) Math.sin(thetaR) + pivotY);
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